Permanent:
1. Rules that are made permanent can't be changed, removed or transmuted.
2. Rules that are in the tier below permanent can be voted to be added as permanent; in order to pass there needs to be a clear majority. Each player gets one vote when voting for this.
3. The game will end the first of June this year.

Immutable:
1. Players take turns in order of the list, descending.
2. The player or the alliance with the highest score at the end of the game wins.
3. If two players forge an alliance they pool their points, but have to vote as one.

Mutable:
1. In the case of a tie, a die roll will determine the outcome.
2. No rules can be made that will use values and/or objects outside of the game itself.
3. The player who suggest a rule, change, or transmute gets 2 points if it passes.
4. Players vote with their current score to decided of new rules are added, or current rules changed/removed.
5. Passing a turn takes three points from that player's total.
6. You can both change world and suggest rule modifications on the same turn.
7. Every turn a random event will occur if the total score is over 111 points.
8. Alliances are disbanded immediately after they are created.
9. Players are re listed from least to most points in the list at the start of rounds.
10. If you suggest a rule that goes against any rule already made, you will lose your turn and 3 points.

Negative space: Every round negative space value will go up with x - y. Where X is the current total score and Y is the total score from when the round started. When the event times out the negative space value will be removed from a players score, the player is decided by random.

Old Events:

Black hole: While the world is being sucked towards a black hole you can't leave it, nor can you do anything on your turn. Your turn won't be counted as a pass, but you can't do anything on it other then passive/world bonuses.

This makes zero sense as the rule is all up to when I update. The base idea what I went with before is 24 hours from when their turn starts until it's auto passed, 48 hours would only pass if I'm too lazy to update sooner.

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Rule passes.
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Rules:

Permanent:
1. Rules that are made permanent can't be changed, removed or transmuted.
2. Rules that are in the tier below permanent can be voted to be added as permanent; in order to pass there needs to be a clear majority. Each player gets one vote when voting for this.
3. The game will end the first of June this year.

Immutable:
1. Players take turns in order of the list, descending.
2. The player or the alliance with the highest score at the end of the game wins.
3. If two players forge an alliance they pool their points, but have to vote as one.

Mutable:
1. In the case of a tie, a die roll will determine the outcome.
2. No rules can be made that will use values and/or objects outside of the game itself.
3. The player who suggest a rule, change, or transmute gets 2 points if it passes.
4. Players vote with their current score to decided of new rules are added, or current rules changed/removed.
5. Passing a turn takes three points from that player's total.
6. You can both change world and suggest rule modifications on the same turn.
7. Every turn a random event will occur if the total score is over 111 points.
8. Alliances are disbanded immediately after they are created.
9. Players are re listed from least to most points in the list at the start of rounds.
10. If you suggest a rule that goes against any rule already made, you will lose your turn and 3 points.
11. If a player takes more than 48 hours to take their turn, it will auto pass and they lose 3 points.

Twisted fate roll: During this turn you can pick a die of your choice (min d3, max d100) and roll it to get a score value, this value will then randomly be decided if it's added or removed from your score (you can get a negative value!) Keep in mind that you don't have to take part in this event!

Old Events:

Negative space: Every round negative space value will go up with x - y. Where X is the current total score and Y is the total score from when the round started. When the event times out the negative space value will be removed from a players score, the player is decided by random.

Black hole: While the world is being sucked towards a black hole you can't leave it, nor can you do anything on your turn. Your turn won't be counted as a pass, but you can't do anything on it other then passive/world bonuses.

Permanent:
1. Rules that are made permanent can't be changed, removed or transmuted.
2. Rules that are in the tier below permanent can be voted to be added as permanent; in order to pass there needs to be a clear majority. Each player gets one vote when voting for this.
3. The game will end the first of June this year.

Immutable:
1. Players take turns in order of the list, descending.
2. The player or the alliance with the highest score at the end of the game wins.
3. If two players forge an alliance they pool their points, but have to vote as one.

Mutable:
1. In the case of a tie, a die roll will determine the outcome.
2. No rules can be made that will use values and/or objects outside of the game itself.
3. The player who suggest a rule, change, or transmute gets 2 points if it passes.
4. Players vote with their current score to decided of new rules are added, or current rules changed/removed.
5. Passing a turn takes three points from that player's total.
6. You can both change world and suggest rule modifications on the same turn.
7. Every turn a random event will occur if the total score is over 111 points.
8. Alliances are disbanded immediately after they are created.
9. Players are re listed from least to most points in the list at the start of rounds.
10. If you suggest a rule that goes against any rule already made, you will lose your turn and 3 points.
11. If a player takes more than 48 hours to take their turn, it will auto pass and they lose 3 points.

Round: 6
Next up: Sanky
Event: -> fuck it, I will get to this later, I wanted to update the thread.

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Event descriptions:

Old Events:

Negative space: Every round negative space value will go up with x - y. Where X is the current total score and Y is the total score from when the round started. When the event times out the negative space value will be removed from a players score, the player is decided by random.

Black hole: While the world is being sucked towards a black hole you can't leave it, nor can you do anything on your turn. Your turn won't be counted as a pass, but you can't do anything on it other then passive/world bonuses.